'3D Studio Max'


Making Of 'Crazy Zombie'

by A. Martín Puentes Rivera (Max)
 

3d studio max, Zbrush, Photoshop, zombie, crazy, modeling, sculpting, texturing, lighting

Software Used :



3ds Max, ZBrush and Photoshop


Introduction :



Hi, my name is A. Martín Puentes Rivera (Max) and I would like to thank Jo and the 3DTotal team for their invitation to me to write a few things about the making of my image Crazy Zombie.

This work is part of a personal project: a character design test in high resolution and rendered in mental ray with 3ds Max.


Modeling & Texturing :



I started modeling a simple mesh in 3ds Max (Fig.01). I had a clear concept in my mind for this character, but it was also fun for me to experiment during the modeling process.


3d studio max, Zbrush, Photoshop, zombie, crazy, modeling, sculpting, texturing, lighting
Fig.01

After modeling the initial mesh, I was happy with it and so I went on to use the basic 3ds Max tools to unfold the UVs.

I exported the models as .obj to ZBrush, as Subtools, so that I could add detail and refine all the model parts
(Fig.02 – 03).


3d studio max, Zbrush, Photoshop, zombie, crazy, modeling, sculpting, texturing, lighting
Fig.02



Joan_Of_Arc


3d studio max, Zbrush, Photoshop, zombie, crazy, modeling, sculpting, texturing, lighting
Fig.03

I used these brushes for sculpting: Standard, Clay, Clay Tubes, Pinch, Move and Smooth.

For head, I painted the texture base in ZBrush with Polypaint, and after I exported to Photoshop for retouching (Fig.04). The same process was used for other parts of the character.

I used Decimation Master, to reduce the number of polygons, and after I exported the models as .obj to 3ds Max.


3d studio max, Zbrush, Photoshop, zombie, crazy, modeling, sculpting, texturing, lighting
Fig.04

Page 1

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